Surface triangulation

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Triangulation of an implicit surface of genus 3 Tri-brezel.svg
Triangulation of an implicit surface of genus 3
Triangulation of a parametric surface (Monkey Saddle) Affens-triang.svg
Triangulation of a parametric surface (Monkey Saddle)

Triangulation of a surface means

Approaches

This article describes the generation of a net of triangles. In literature there are contributions which deal with the optimization of a given net.

Contents

Surface triangulations are important for

The triangulation of a parametrically defined surface is simply achieved by triangulating the area of definition (see second figure, depicting the Monkey Saddle). However, the triangles may vary in shape and extension in object space, posing a potential drawback. This can be minimized through adaptive methods that consider step width while triangulating the parameter area.

To triangulate an implicit surface (defined by one or more equations) is more difficult. There exist essentially two methods.

The cutting cube algorithm determines, at the same time, all components of the surface within the surrounding starting cube depending on prescribed limit parameters. An advantage of the marching method is the possibility to prescribe boundaries (see picture).

Polygonizing a surface means to generate a polygon mesh.

The triangulation of a surface should not be confused with the triangulation of a discrete prescribed plane set of points. See Delaunay triangulation.

See also

Related Research Articles

Point cloud Set of data points in three-dimensional space

A point cloud is a set of data points in space. The points may represent a 3D shape or object. Each point position has its set of Cartesian coordinates. Point clouds are generally produced by 3D scanners or by photogrammetry software, which measure many points on the external surfaces of objects around them. As the output of 3D scanning processes, point clouds are used for many purposes, including to create 3D CAD models for manufactured parts, for metrology and quality inspection, and for a multitude of visualization, animation, rendering and mass customization applications.

Solid modeling Set of principles for modeling solid geometry

Solid modeling is a consistent set of principles for mathematical and computer modeling of three-dimensional shapes (solids). Solid modeling is distinguished from related areas of geometric modeling and computer graphics, such as 3D modeling, by its emphasis on physical fidelity. Together, the principles of geometric and solid modeling form the foundation of 3D-computer-aided design and in general support the creation, exchange, visualization, animation, interrogation, and annotation of digital models of physical objects.

Polygon triangulation Partition of a simple polygon into triangles

In computational geometry, polygon triangulation is the partition of a polygonal area P into a set of triangles, i.e., finding a set of triangles with pairwise non-intersecting interiors whose union is P.

Isosurface Surface representing points of constant value within a volume

An isosurface is a three-dimensional analog of an isoline. It is a surface that represents points of a constant value within a volume of space; in other words, it is a level set of a continuous function whose domain is 3-space.

Polygon mesh Set of polygons to define a 3D model

In 3D computer graphics and solid modeling, a polygon mesh is a collection of vertices, edges and faces that defines the shape of a polyhedral object. The faces usually consist of triangles, quadrilaterals (quads), or other simple convex polygons (n-gons), since this simplifies rendering, but may also be more generally composed of concave polygons, or even polygons with holes.

In the field of 3D computer graphics, a subdivision surface is a curved surface represented by the specification of a coarser polygon mesh and produced by a recursive algorithmic method. The curved surface, the underlying inner mesh, can be calculated from the coarse mesh, known as the control cage or outer mesh, as the functional limit of an iterative process of subdividing each polygonal face into smaller faces that better approximate the final underlying curved surface. Less commonly, a simple algorithm is used to add geometry to a mesh by subdividing the faces into smaller ones without changing the overall shape or volume.

In geometry, a triangulation is a subdivision of a planar object into triangles, and by extension the subdivision of a higher-dimension geometric object into simplices. Triangulations of a three-dimensional volume would involve subdividing it into tetrahedra packed together.

Marching cubes Computer graphics algorithm

Marching cubes is a computer graphics algorithm, published in the 1987 SIGGRAPH proceedings by Lorensen and Cline, for extracting a polygonal mesh of an isosurface from a three-dimensional discrete scalar field. The applications of this algorithm are mainly concerned with medical visualizations such as CT and MRI scan data images, and special effects or 3-D modelling with what is usually called metaballs or other metasurfaces. The marching cubes algorithm is meant to be used for 3-D, the 2-D version of this algorithm is called the marching squares algorithm.

In 3D computer graphics, polygonal modeling is an approach for modeling objects by representing or approximating their surfaces using polygon meshes. Polygonal modeling is well suited to scanline rendering and is therefore the method of choice for real-time computer graphics. Alternate methods of representing 3D objects include NURBS surfaces, subdivision surfaces, and equation-based representations used in ray tracers.

Lloyds algorithm

In electrical engineering and computer science, Lloyd's algorithm, also known as Voronoi iteration or relaxation, is an algorithm named after Stuart P. Lloyd for finding evenly spaced sets of points in subsets of Euclidean spaces and partitions of these subsets into well-shaped and uniformly sized convex cells. Like the closely related k-means clustering algorithm, it repeatedly finds the centroid of each set in the partition and then re-partitions the input according to which of these centroids is closest. In this setting, the mean operation is an integral over a region of space, and the nearest centroid operation results in Voronoi diagrams.

Marching tetrahedra

Marching tetrahedra is an algorithm in the field of computer graphics to render implicit surfaces. It clarifies a minor ambiguity problem of the marching cubes algorithm with some cube configurations. It was originally introduced in 1991.

Triangulated irregular network Representation of a surface as a triangle mesh with elevated vertices

In computer graphics, a triangulated irregular network (TIN) is a representation of a continuous surface consisting entirely of triangular facets, used mainly as Discrete Global Grid in primary elevation modeling.

Mesh generation Subdivision of space into cells

Mesh generation is the practice of creating a mesh, a subdivision of a continuous geometric space into discrete geometric and topological cells. Often these cells form a simplicial complex. Usually the cells partition the geometric input domain. Mesh cells are used as discrete local approximations of the larger domain. Meshes are created by computer algorithms, often with human guidance through a GUI, depending on the complexity of the domain and the type of mesh desired. A typical goal is to create a mesh that accurately captures the input domain geometry, with high-quality (well-shaped) cells, and without so many cells as to make subsequent calculations intractable. The mesh should also be fine in areas that are important for the subsequent calculations.

In computer graphics, marching squares is an algorithm that generates contours for a two-dimensional scalar field. A similar method can be used to contour 2D triangle meshes.

In computational geometry, the Bowyer–Watson algorithm is a method for computing the Delaunay triangulation of a finite set of points in any number of dimensions. The algorithm can be also used to obtain a Voronoi diagram of the points, which is the dual graph of the Delaunay triangulation.

In mesh generation, Delaunay refinement are algorithms for mesh generation based on the principle of adding Steiner points to the geometry of an input to be meshed, in a way that causes the Delaunay triangulation or constrained Delaunay triangulation of the augmented input to meet the quality requirements of the meshing application. Delaunay refinement methods include methods by Chew and by Ruppert.

In computer graphics, the problem of transforming a cloud of points on the surface of a three-dimensional object into a polygon mesh for the object can be solved by a technique called marching triangles. This provides a faster alternative to other methods for the same problem of surface reconstruction, based on Delaunay triangulation.

3D modeling Form of computer-aided engineering

In 3D computer graphics, 3D modeling is the process of developing a mathematical coordinate-based representation of any surface of an object in three dimensions via specialized software by manipulating edges, vertices, and polygons in a simulated 3D space.

Tessellation (computer graphics) Computer graphics terminology

In computer graphics, tessellation refers to the dividing of datasets of polygons presenting objects in a scene into suitable structures for rendering. Especially for real-time rendering, data is tessellated into triangles, for example in OpenGL 4.0 and Direct3D 11.

References

  1. M. Schmidt: Cutting Cubes – visualizing implicit surfaces by adaptive polygonization. Visual Computer (1993) 10, pp. 101–115
  2. J. Bloomenthal: Polygonization of implicit surfaces, Computer Aided Geometric Design (1988), pp. 341–355
  3. E. Hartmann: Geometry and Algorithms for COMPUTER AIDED DESIGN, p. 81
  4. E. Hartmann: A marching method for the triangulation of surfaces, The Visual Computer (1998), 14, pp. 95–108
  5. S. Akkouche & E Galin: Adaptive Implicit Surface Polygonization Using Marching Triangles, COMPUTER GRAPHICS forum (2001), Vol. 20, pp. 67–80

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